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The Gaping Pit?<br />
apparently after an argument over royalty rates. The fact is that Matthew Smith never<br />
wrote a sequel. That job was left to Derrick Rowson.<br />
You can imagine the situation. The fans are crying out for a sequel and the man<br />
behind the series has gone AWOL. Software Projects needed something quick, and the<br />
solution was Jet Set Willy II: The Final Frontier. Released in July 1985, just over a year<br />
after the original, part II is best described as an enhanced version of Jet Set Willy.<br />
Rowson took all 60 of Smith’s rooms and added a further 71 rooms of his own,<br />
bringing the total number to 131. New rooms are dotted throughout the house, with<br />
the majority lying in the rarely-explored area beyond The Forgotten Abbey. However,<br />
the majority of new rooms were not in Willy’s house at all. In the original game, if you<br />
made your way to the very top of the house, and jumped up from The Watch Tower,<br />
you’d be looped back around to The Off License. But in the sequel, you’d appear in<br />
The Rocket Room. This would then take you to a space ship from which you could<br />
beam down to an alien planet.<br />
The main problem with Jet Set Willy II was that the new rooms were largely dull<br />
and boring. The author shared little of Smith’s imagination, and apart from a few nice<br />
touches (Willy in a space suit being one of them), the sequel was something of a<br />
missed opportunity. Crash agreed, giving the game 61% overall and saying “Good, but<br />
not much progress.”<br />
However, the sequel’s greatest strengths lay behind the scenes. Smith has<br />
squeezed every last byte out of the Spectrum to produce the original, and yet Rowson<br />
somehow managed to cram over double the amount of screens inside the 48K<br />
memory. To achieve this, Rowson created a compression algorithm that he used to<br />
scrunch the size of each screen. On the downside, this made the game much harder to<br />
hack, and very few modified versions of the sequel have appeared. ✺✯*<br />
Many rumours surrounded Jet Set Willy, with the main ones relating to<br />
supposed secret rooms. This seems to stem from a reference in Smith’s<br />
original code to a room called The Gaping Pit. Imaginations were on fire<br />
and the whole thing boiled over when Your Spectrum printed this letter<br />
from Robin Daines in issue seven:<br />
“Seeing your article in issue 4 about Jet Set Willy I felt<br />
compelled to write to you about some locations you’ve missed<br />
out. The Gaping Pit seemed the most obvious one, though<br />
even I haven’t visited it. Secondly, and more importantly, you<br />
omitted three major locations; here’s how you get to them.<br />
Wait on the bow till 11.45pm (Smith time), which may seem an awful long time to you<br />
swashbuckling Spectrummers. At that moment, a raft will get tossed up on a large wave and<br />
you must then jump on. It takes you to Crusoe Corner (a desert island to us landlubbers).<br />
Then you shin up a palm tree to arrive at Tree Tops – The Sequel, from which you catch the<br />
bird that travels up towards In The Clouds. From there you can control yourself all over the<br />
house (funny things happen when you try to enter<br />
the water or the Master Bedroom) and from that<br />
point, it should be possible to find The Gaping Pit<br />
(though I’ve not tried it myself). It also clobbers the ‘Attic<br />
Attack’ and makes it possible to go through baddies (fire puts<br />
you down where you are, so be careful) whereupon the bird<br />
disintegrates.”<br />
Your Spectrum countered with a sarcastic reply, about how they<br />
themselves had found even more secret rooms, but this was no doubt lost on<br />
countless readers, who waited and waited for that raft like Crusoe himself.<br />
This hoax became so famous that Derrick Rowson actually included the desert<br />
island in Jet Set Willy II. If you flick the trip switch, and then make it to The Bow<br />
without losing a life, the yacht will take you to The Deserted Isle.<br />
>Surbiton secrets.<br />
• The JSW in-game tune is “If I was a Rich Man” from Fiddler on the Roof,<br />
although the version of JSW that appeared on the They Sold a Million<br />
compilation features In The Halls Of The Mountain Kings from Manic Miner.<br />
JSW II also features the Grieg’s movement.<br />
• There’s a room in JSW called We Must Perform a Quirkafleeg. In case you’re wondering, a Quirkafleeg is an act that involves<br />
lying on the floor and kicking your legs out. It comes from a comic Smith used to read called The Furry Freak Brothers.<br />
• In the original JSW, you would die instantly if you entered We Must Perform a Quirkafleeg after visiting The Attic. It seems that<br />
the large caterpillar messed up some of the graphics, causing the crash. Software Projects released a POKE for this problem,<br />
although they claimed it was part of the game’s design! Apparently, after visiting The Attic, Quirkafleeg filled with deadly gas,<br />
forcing you to find an alternative route.<br />
• In JSW, the screen Nomen Luni is a mikey-take of the Nomen Ludi legend that appeared on Imagine’s plane-shooting game<br />
Zzoom. And if you look at that particular screen, you’ll see that a plane has indeed crashed into Willy’s mansion.<br />
• If you do manage to collect all 83 objects in JSW, Maria will let Willy retire to bed. But as soon as his head hits the pillow, he<br />
dashes to The Bathroom and throws up in the toilet! The ending to JSW II is even more devious, because it transports Willy to<br />
The Central Cavern. That’s right – the first screen from MM. Perhaps it was a recurring dream after all.<br />
• MM, JSW and JSW II were ported to many different machines, with some minor but interesting changes. For instance, the BBC<br />
Micro version of MM completely replaced the Solar Power Generator with a new screen called The Meteor Shower.<br />
Similarly, the Amstrad CPC version changed the layout of Solar Power Generator but the name remained the same.<br />
However, Eugene’s Lair was renamed Eugene Was Here.<br />
• The Commodore 16 version of Jet Set Willy only featured 20 screens, even though it was labelled “Enhanced<br />
Version”. The furthest to the left you could go was the Back Stairway and the furthest to the right was The Bridge. The<br />
C16 version of JSW II included over 80 screens, but the game was a four part multi-load<br />
• The Commodore 64 and Spectrum versions of JSW II were identical, expect that in the C64 port you could jump into<br />
the toilet at the start and visit several additional screens.<br />
• Software Projects commissioned Atari ST and Amiga versions of JSW in 1989. The company later canned both<br />
versions, but the Atari ST version was finished, and has since found it’s way onto the Web. It’s a very faithful remake of<br />
the Spectrum version, although there are two new rooms – Buried Treasure and Zaphod Says: DON’T PANIC!<br />
• Jester Interactive now own the rights to MM and JSW. A jazzed-up version of MM appeared on the GameBoy Advance in<br />
2002, and there are plans to port both games to mobile phones.<br />
**29**